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DigiTaliTan

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A member registered Jun 09, 2020 · View creator page →

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Yeah go ahead! Share the link once it's done!

Thanks for the feedback! The purge mechanic was implemented right at the very end (to try and circumvent that exact waiting issue), but it could use more tweaking for sure. As it is right now, the respawn bonus is based on time, so collecting and purging is a fast ticket to tons of guns (and therefor destroying the wall quicker).

Glad you enjoyed it despite the initial confusion! There are some slightly unintuitive mechanics that could use some explaining for sure, we'll keep that in mind!

Glad you enjoyed it! (and glad we at least temporarily indocrinated you into this flavour of drum and bass music lol)

In playtests with my friends, they were always excited when they figured out those techniques to amass guns faster and more consistently, cuz that's when things start to go off the rails. I'm glad you had a fun time!

The manual restart (purge) mechanic was literally the last thing we put in the game in fix pacing, and it was so cool how it introduced that choice of whether you should try to use what you have now to take down the wall or purge for more guns. Thanks for checking it out!

Thanks for playing! Aesthetics were all Dyve, they're crazy cool!

It's fun to have hundreds of guns surrounding you!

Factorioooooooooo! There's not much to do yet in this game but I see the vision.

I'm not sure if I'm doing something wrong, but I die before I can seemingly accomplish anything. Also, everything moves super fast (except for movement) and I'm a little overwhelmed by all the unexplained things going on in the UI. Could have potential if things were explained a little better and there was better feedback on what you're doing.

This is a great short puzzle platformer. I actually liked the style where everything was just a black box instead of a sprite - it made it more abstract and maybe less jarring to imagine a character changing size a bunch? Though, I don't know what the original artistic intent was. I think it's good as it is. With more puzzles and mechanics, this would be a fun full game.

This is a cool game which for some reason really racked my brain despite the simple instructions of weighing between 10 and 30 lbs! I liked how it was all actually implemented with physics systems.

Alright twist on an idle game, but progression isn't fast enough to be very satisfying.

Funny little game, but nothing going on other that spamming dfjk.

Felt like the modifier you got on each iteration of a stage was totally random or arbitrary, but I did like the idea of approaching a level from multiple angles depending on your size.

Decent concept for a puzzle game it is was explored some more.

This game is really polished and feels great to play! I think the climbing mechanics on their own are strong enough that you could easily expand this into a full (short) game and sell it. I really felt like I had to make intelligent decisions on where to approach from as I climbed, which was really satsfying when it worked out in my favor.

Feels like i'm playing one of those arcade stacker games - just sad i didnt win an mp3 player from 2008! I think it you played around with the cloud blocking your view idea, and added in other similar obstacles, it could be a fun challenging skill game.

It could use some quality of life improvements and UI tweaks but it's a fun little game. Maybe if you had to rearrange things and scale them correctly, all with just the mouse, instead of unlabelled sliders?

This is a cool platformer that actually feels like some sort of extension or focus on the grapple hook mechanic from super metroid of all things. If you refined it some more and tweaked it so it played better, I think it would be a fun game! I also dig RoboKong.

Neat little car game. If you had the time to develop the scaling mechanics, I think it could have been pretty fun.

Cool little tower defense game. This is the best concept of multi-scale tower defense i've played so far! I'll leave this one running in the background for a while.

Satisfying little kind-of-tower-defense game. I like how the music changes with the increasing scale. I think it would be really interesting if there was any sort of multi-scale defense management, but right now it's entirely just place a few of the biggest fire breather units and wait the round out, repeat.

Just a showcase of two little one-off scale gimmicks. If it was expanded into something more, and you had any control over the scaling, it could have been interesting.

I think the concept has a lot of potential! But, it's lacking refinement. A puzzle game where you play as a wizard with scaling magic sounds like a great time! Maybe ditching the orb shooting stuff, focusing on the scaling puzzles, and adding any sort of "you've done this correctly" feedback (plus working on depth / scale perception issues) would make this is great little game.

Neat short experience. Only level I had a little trouble on was the 4th level, maybe a trajectory preview would help when the window for success is so tight?

Good potential for a flash-game like experience! It handles alright, but as it is it kind of feels like you're at the whims of RNG and don't have much decision making despite the jump and dash buttons. My strategy was mostly just to never jump or dash, except for jumping over pits and obvious clumps of obstacles stacked on top of eachother (usually it was just better to take the hits and built up snow from the ground instead of jump over and give up the snow buildup).

Super fun little wave defence game! Feels like playing lemmings or pikmin. The music is both fun and a little nostalgic sounding somehow, but also a little grating at times. I think this is a nice little experience with a great vibe. I like watching all the little caiis jumping around on top of eachother.

Thank you!

Glad you enjoyed it! Super satsfying seeing the cloud expand up quickly

Thanks! I think we made the guns spinning around you look suuuper cool and powerful

Feels like it would make for a great gameboy game, lol! Cool style. I also love that logo!

It's pretty easy once you figure it out. My score was 480,000 and only lost because I got tripped up when the shape spawned in the starting tile. Maybe a bigger variety of shapes, or multiple shapes appearing with different score value for quick decision making would make the game more engaging?

Interesting game, trying to figure out the best way to section off chunks of land to burn for carbon. Figuring out the controls (specifically how digging works, and that I needed to click on the carbon request box to share it) was a little unintuitive. It would be nice if there was a display with how much carbon you had available, because I would just burn a chunk or two and click on the carbon donation to see if it worked. Also, the game is unfortunately quite laggy.

It's really satisfying eating up another big gun cloud, isn't it? A toggle would have been a good accessibility feature, thanks for the feedback!

Thank you! I had plans for more interesting and dynamic AI, but other priorities we higher, so we leaned into just that raw power fantasy for sure.

Glad you had fun! We did our best to optimize the game, but that's still really tough when you have hundreds of guns flying around! I've crashed the game before because of this haha

Really cool style (those PS1 shaders are on crack)! I love the theming and mood, and I get the point is all moral ambiguity and all that, but the gameplay itself is very slow and doesn't give a lot of feedbacl. I kind of wish we could add notes to our clipboard, and run and jump, because it's a lot of simple walking and remembering and finding. It's still a great atmosphere to walk around in, though.

Simple but fun! Like others, watching the video helped me understand evolving. I also wish the action button was on the mouse. If there was a score system, I would have played it longer. My favorite attack was actually the triangle.

Super fun as a speedrun game! Routing is fun, because sometimes you want to weigh whether to get materials to craft something or just try and run through with wall jumping spam. Unfortunately, there's a bug that makes it all completely trivial because you can fly by holding shift and jumping anywhere! I got WR times the normal way on the first 6 levels + the first bonus level before finding that out.

Feels like a classic flash game which is fun and a little nostalgic! Very tough game to play properly, but seemingly infinite score is exploitable by just spamming placing pieces. Maybe a placing cooldown, more forgiving pieces, and proper lose condition would make the game more engaging and tactical?